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Hauling: Difference between revisions

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m Jump Freighters (T2 Freighter): JFs use different amounts of fuel
Avoiding Ganking: rewrite the anti-ganking section
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=== Avoiding Ganking ===
=== Avoiding Ganking ===


In a T1 Industrial, the best way to avoid suicide ganks in a hauler is to fly a ship that can warp cloaked, and not be AFK. You should be safe moving anything through low and high security space that way.
When hauling, you should remember the following guidelines to avoid being ganked:


The second best is to just not be AFK. (Embarassing that that really needs to be said.) In that case, perhaps mobility (instabs/stabilizers) work as well as buffer to discourage ganking (No, they don't, you will not be able to align faster then a gank ship can lock, tackle and shoot you, so you still need buffer /Steave).
* Don't fly AFK using the autopilot.
* Fit your hauler well & use the right ship.
* Don't haul expensive cargo in a flimsy ship.
* Know your route.
* Use [[Bookmarks#Instant_Warp-Out|insta-undock bookmarks]] at busy stations.
* Other tips and tricks


If you must travel AFK, then buffer is all you have. Some favor explosive/kinetic/thermal hardening as they believe suicide gankers consider Harbingers to bo too expensive (because of faction crystals and the cost of the hull), and that most people will be ganking in Hurricanes and Drakes. However, the high damage potential of lasers combined with the long range it can be delivered at means that they're perfect for catching haulers after they jumped trough a gate, enabling the ganker to catch both people that are afk and those that are not.
==== AFK Hauling ====


Alternatively if you need to travel semi-afk a good trick is too use the autopilot to set your destination, then set each point on the journey as a waypoint, finally remove the original destination leaving a string of single jump waypoints. Set your autopilot to shut off at each waypoint then your ready. Manually warp to each gate but then turn on the autopilot, you will then arrive on the gate, jump and then the autopilot disables, notifies you via audio, and leaves you safetly cloaked. You are then free to warp to the next gate and the one minute of cloak gives you some buffer time during which if you don't react your ship is still safe. This also avoids the 15 km warp in so travel is faster but requires little focus. If you prefer, you can instead set destination as normal and after warping to your out gate, right click on it and select "set as first waypoint" before turning on the autopilot again for the same result.  
Flying AFK using the autopilot is the #1 way that most haulers lose their ships.  When you use the autopilot to fly you to your destination, it warps you to 15km from the next gate then you slowly approach the gate at 100-200 m/s.  At a minimum, this leaves you exposed for about a minute per gate and gives any potential attacker time to scan your ship, scan your cargo, then get ahead of you and setup a gank party.


If you're really trying to go anti-gank in high sec, then a Deep Space Transport (65k EHP, 8k cargo on an Occator), Orca (250k EHP, 90-95k cargo) or Freighter (200k EHP 900-950k cargo) becomes mandatory. However, a blockade runner will be able to carry more cargo then a max tank DST, while staying safer due to its cloak.
If you must fly AFK, know your route and keep your cargo value very low.
 
==== Fit your hauler well & use the right ship ====
 
The more [[EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff.  In the case of low/null security space, a [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.
 
For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible.  This should balanced with shoring up your weak EMP/THE resist holes using Invulnerability Field modules or Shield Resist Amplifier modules.  In cases where you need more EHP and can sacrifice cargo space, consider adding [[DC2]] (Damage Control II) modules, reinforced bulkheads, or armor resist modules.  A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.
 
For orcas, the standard fit is (2) Invulnerability Field II and (2) Large Shield Extender II, with a DC2 in the low-slot.  This takes your ship from around 60-70k EHP up to about 140k EHP.  The addition of a Reinforced Bulkhead II will boost that up to 220-240k EHP.  A fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP.  With the addition of the non-scannable and non-lootable corporate hangar, these are a good choice for small volume high value hauling where you need to hide what you are hauling.
 
Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[MWD]], and not fitting anything that would increase signature radius (no shield extenders).  Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec.  So they are a good choice for more expensive cargo runs.  But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.
 
Deep Space Transports, used in high-security space, should be fit for hardiness to pack as much EHP as possible into the hull while still leaving enough room for your cargo.
 
Freighters and Jump Freighters cannot fit modules / rigs.  They excel at bulk loads.
 
==== Expensive Cargo ====
 
In the case of a "suicide" gank, the goal of the attacker is to trade their ship for your cargo.  They do this by knowing how much ISK they will lose when their ship gets blown up by CONCORD and how much ISK your cargo is worth.  Therefore your defense against a profit-minded attacker is to raise their costs while keeping the value of your cargo below the attacker's break-even point.
 
The simple rule of thumb for the smaller industrial haulers is:
 
3M ISK per 1k of EHP
 
This means that if your ship has 8k EHP, you should not be carrying more then 24M ISK worth of cargo in it per trip.  The more that you exceed that ISK/EHP value, the more likely you are to get ganked.  However, you can often get away with 4M-6M ISK per 1k EHP if you know your route, do not auto-pilot, and know the key risk factors.
 
Key risk factors (which raise/lower the ISK/EHP calculation):
* System security
* Location (some systems are frequently camped)
* AFK traveling
* How shiny your cargo is
 
For freighters, which have about 180-200k EHP, the benchmark value is 1B ISK (one billion).  As your cargo value exceeds 1B ISK, combined with traveling through systems with a security status in the 0.5-0.6 range, it becomes more and more likely that someone will gank you for your cargo value.  This is a bit of a fuzzy rule of thumb and in the quieter portions of the galaxy with routes that take you only through 0.8 and above systems, you can get away with hauling higher value cargo loads for a very long time.
 
==== Know your route ====
 
Your best friend as a hauler in high-security space is knowledge of the local terrain.  Which systems tend to be camped by gank parties.  Which systems see frequent kills of haulers.  Where are you likely to be cargo/ship scanned?  The security status of the systems along the route.  Scouting ahead with a fleet member.
 
Scouting, in low-security or null-security space, is a must-do if you are carrying anything expensive, or are not flying a blockade runner. In low-security space, a well-flown blockade runner is almost impossible to catch and it can usually get past most null-sec bubble camps.
 
==== Instant undock bookmarks ====
 
Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 23x7, waiting for you to undock with something shiny in the cargo hold.  Your #1 defense against this is to prepare an [[Bookmarks#Instant_Warp-Out|insta-undock bookmark]] ahead of time.
 
A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you.  They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters.
 
==== Other tips and tricks ====
 
Do not be predictable in your hauling of expensive items.  Vary the time of day.  Vary the route that you use.  Change your ship name frequently.


=== Builds ===
=== Builds ===